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Woven is a story driven point and click adventure game around a metalic flying creature which finds itself thrown into a woolen world where there is an immediate bond of friendship with stuffy, a toy elephant of sorts and the two of you set out exploring the world and meeting new creatures and finding new colour patterns along the way.

Narrated much in the style of dr seuss the quest is narrated along the way, with rhymes of the chronicles unfold while you play. Yes that was intentional, so you can see what I mean with the rhyming and it is definitely intended for a younger audience and it is nice to see a friendly colourful world to explore and a good setting for a game for children as most of the games you see released these days tend to be much more adult and action packed where this is definitely an adventure for the younger audience, and a good way to play and learn with each animal part having it’s own skillset to solve mild puzzles in order to progress and based on a disneyesque theme with mild danger and dark elements not too scary for a younger player but enough to add a motion of tension and excitement to exploring the colourful world.

The game is still in kickstarter phase and as a result not fully developed, but essentially as it stands the story revolves around discovering why the metal creatures are invading the woolen lands and what this might ultimately hold for our two characters each with their own skill sets and learnable abilities.

There is a demo available on the kickstarter page and there isn’t long left, I was hoping to have my better pc in time to get better footage but there were problems and that had to be sent back, but check out the page there for updates and more information about the goals and what you can get for your funding of the project.

I think it’s nice to see something aimed at the younger market in modern times and would be an ideal game for a younger child as a first game perhaps, learning about animals as well as being entertaining but hopefully not too scary, saying that disney/pixar movies themselves these days have scarier concepts at times so this should be no more of a worry than any of those.

Human Fall Flat is a physics based puzzler in which you take control of bob, a morph like character who you can paint to any theme or meme you desire as you explore the 8 dreamscapes of the game. Obvious similarities have to be noted to gang beasts and your character as the control and shape of the main character are obvious however where gang beasts is a multiplayer adversarial brawl in human fall flat the objective is to make your way to the emergency exit through any means at your disposal, and while there are obvious laid out paths with a little human ingenuity there are a plethora of intended and unintentional ways to progress through the game.

Since the alpha two extra levels have been added along with an expansion on the castle level along with additional plans to add steam workshop functionality which could lead to unlimited dreamscapes and puzzles as well as the possibility to create your own scenario’s, even without this though the main game itself will take around 6-7 hours in a single playthrough so if you go through a few times having fun experimenting and exploring the different area’s and ways to solve the puzzles there is a lot of replayability in the game, and if you have the capability there is local co-op as you can take control of an extra bob along with a friend which adds even more ways in which you could get around the obstacles that stand before you.

Each dreamscape has it’s own theme both in the level design and the methodology in which you can solve the puzzles, with simple box and button puzzles, manipulation of platforms, levers and switches along with brick walls to knock down! and even electronically themed levels with batteries and vehicles to drive. The range of items and solutions also means that steam workshop compatibility will allow for any creative idea to be realized due to the diverse range of puzzle items available for use in the gameworld with little difficulty.

If you want to create your own bob however this can be a time consuming process depending on how clean you want the final look to be as lining up paint jobs without accidentally painting on another surface can be a little difficult, and if you don’t have a good webcam, especially if you try to use an android cam service putting your own face on bob might not be as ideal as if they had the ability to simply upload a photo and resize this to fit bob’s face, but with a little human determination you can make this work, my personal second bob did take 2 hours to get right and still didn’t match what I would have liked for facial clarity!

Other features include adventure mode upon completion of a level however this is currently not as intended as bob will be unconscious on the floor while you move the camera around which doesn’t allow you to make mini-sodes much like on the remote control’s as bob lays sleeping on the job rather than moving with a dynamic camera and not even attempting to spawn a second character fixes this issue at present, but the developer is still working on some features and there may be more that happen in the future that aren’t available at the time of release of this review, but without all of these the game is a very fun game, even in a second playthrough finding new things and still enjoying traversing the levels again I can definitely recommend a purchase especially if you like what you see as there is a lot more fun in playing the game than simply watching someone else play.

Life is strange episode 5 Polarized has been out for a while now and did polarize people in many ways with some hating the whole series as a result of how the game ended and some still loving the overall theme despite how it ended, however many seem to have missed the possible explanations for why and how things have gone as crazy as they did in the final episode through the natural plot progression.

This review will contain heavy spoilers so I would advise simply buying the game and checking it out for yourself if you wish to avoid these spoilers, however if you have played and completed the game or don’t mind spoilers feel free to read on, in the meantime you can find the game at http://store.steampowered.com/sub/56692/

Episode 5 begins in a natural position captured by jefferson waking up from being drugged at the end of the last episode and attempting escape, it is worth noting how jefferson establishes that max has this way of staring blankly into space as though daydreaming perhaps as she always has and how under his drugged state allows her to fall into her daydreams feeling them to be real, and how the entire game has been max’s way of escaping what has really happened to her. There are many points in this episode where she “escapes” the dark room by focusing on photo’s to enter their timeline and enact changes allowing her to escape, however in a drug induced state these could easily be explained away as a daydream especially as in every instance within the game no matter what she ends up back in the dark room with jefferson even when reality had no way to establish her ending up there poorly explained as jefferson burning her photo album, however this was in a halted timeline so having escaped and not been his victim this should never have occurred unless she never escaped the room other than in her mind.

Max does initially manage to escape to a perfect possible reality in which she has won the everyday heroes competition, where the other entries in the gallery are more heroic themed photo’s like firefighter’s, people training for running, pets etc, however max’s wall of selfies somehow wins the competition perhaps simply for being award winning jefferson’s prize student, or as it is max’s delusion of true happiness of course she won the competition, however a nosebleed quickly reminds her that arcadia bay is doomed and she cannot stay in this reality. These nosebleeds continue in the darkroom with jefferson noting how it must be a result of using too high a dosage of the drugs to incapacitate her and leave her malleable. Don’t forget that in previous episodes in the rewind you can hear voices stating to “stay with me max” as though she is dying and attempted to be coaxed back to life.

To save chloe once more she rips up her prize winning photo, which she had always ripped up in the original timeline before “altering” thing’s with her powers in order to save chloe’s life in the first place, her childhood best friend who she had not had a chance to reconnect with since returning to town, who’s death in the original place may have lead her to investigate the situation in a similar manner to the main game plot but on her own and to investigate why nathan shot her and the unraveling plot from there leading to her inevitable kidnap by jefferson for snooping.

So why do I believe she is still in the dark room and always has been? There have been far too frequent opportunities throughout the entire game to “sit” at every opportunity as though it is a common theme that you’re always sat down in thought, and while jefferson was photographing you he kept the dose rather low, but at this scene just prior to “escaping” he notes how it will be the final time she will have to listen to one of his lectures knowing it will be the last time she is conscious and alive. It is at this point when she has the needle to her neck that miraculously she is saved by chloe’s stepdad cop, and being heavily induced by the sudden drug overdose she enters the storm itself attempting to save the residents of arcadia bay on the way to the diner to see warren in order to be able to save chloe, however altering the timeline on this occasion doesn’t result in escape or reality forming to her will instead she awakes back in the classroom again, with jefferson wanting her to say how chloe deserved to die, how her selfies are shit etc and max’s subconscious states how she doesn’t want to say any of the options provided however her drug induced compliant state means she has to make one of those options before she can leave the classroom which itself has reminders that max is in fact “dead” already, and after getting out of the classroom she enters the corridors of her dorm (and perhaps symbolic of her mind and memories) with kate talking like jefferson’s puppet stating how max was responsible for her death and everything that happened to her as though he is roleplaying her or saying these things to her on the floor as she slips away as jefferson had liked kate as his new muse and felt max’s interfering prevented him taking it further.

After a few crazy corridors with the facts of rachel, haunted memories of victoria and her own life and time’s flashing through as selfies on the wall the drugs overdose really starts to kick in with time flowing backwards while max moves forwards and everything being woozy before everything goes dark and she’s hiding from a plethora of jefferson’s coming to hunt her down and take her back to the dark room, now unfortunately she follows the symbolism that escaping the light is staying alive, perhaps as he flashes a flashlight across her eyes checking if she’s alive or even the possibility that someone has discovered her body perhaps on the side of the road where she begin’s the game attempting to revive her, but rather than go into the light and awake she hides from everyone and everything following the road to the lighthouse at the end of the tunnel, which if she was actually going into the light could be considered holding onto life but she does avoid it at every turn sticking to the dark. There is an optional bottle hunting mission here which can even be accidentally skipped without realizing, perhaps symbolic of your own torture trying to find that fifth bottle in the first place! However you once again return to the familiar seated position, where if you escaped and examined your chair you will note max “still feels the bind’s” as though she never escaped and was still tied up in that chair in that dark room.

Reality begins to unravel further as the drugs take further hold, as you find yourself escaping reality within the snowglobe sat on chloe’s mantelpiece seeing yourself perform the actions you had made in the past, although knocking off the snowglobe and shattering it would have been a fitting snap from this scene transition to the next it’s not essential as max passes onto a room trying to find the combination from a million possibilities carved into the walls. If you find the combination it leads to a diner filled with all of the people significant to max with an etheric reality outside of the diner filled with all of the other meaningless souls which may have passed.

The diner is a mirror of symbolism for judgement in death, filled with all the people you’ve helped in life and those you’ve wronged to sit in judgement over your eternal soul, and you can hear the voices echo out to you some questioning why you didn’t help them and others thanking you for saving them or helping them resolve issues in their life which leads me to wonder whether there might have been a perfect possible ending to the game hidden away in which you help absolutely everyone there and turn all of the voices positive and perhaps allowing you to leave the diner and escape back into the room and take down jefferson once and for all with him being in shock at you surviving the overdose. However instead you talk to yourself the only true judge over your soul as to whether you are deemed worthy of heaven or deserve eternal damnation in hell, this perhaps is mirrored in your actual decision at the end of the game as you move on from the diner to watch the last moments with chloe you shared flash by as though your life was flashing by in the last moments before death, heading into the lighthouse at the end of the road, of course you return to a reality within the storm with chloe to face the final decision as to who to save.

The end choice here is rather a silly one and does render the entire game pointless as regardless of who you saved and what you did in the game everything is the same if you choose to save arcadia bay, you get the happy ending with everyone alive and happy, even kate regardless of whether you saved her or not. This does fly by in a flash though, with flashes of photographs quickly explaining how jefferson was taken down somehow by simply not saving chloe this resulted in him being arrested and kate never jumping! Ending on chloe’s funeral without a word being uttered as life fades away, and focusing on max’s face looking into the light perhaps happy fading away to heaven, whereas if you choose to save chloe you have doomed arcadia bay and everyone in it to utter destruction and you know that no matter what you will always be fighting to save chloe over and over never learning from your mistake as the world and universe continues to rain down destruction wherever you go hurting the lives of everyone around you and destroying the entire world for the sake of one life who never should’ve lived, truly creating hell on earth and always being in danger and with something to lose which you would always have to protect.

I do feel the ending could have gone better but if it is explained as either passing away peacefully or continuing to defy the reality of the situation as the drugs rage through your system to an inevitable painful death the crazyness at the end can be explained away, and this is the only way it leaves room for a sequel season, as if you are max again following on with the time travel abilities she knows she can’t change anything for fear of causing catastrophe’s or she fights on in a universe falling apart keeping chloe alive and neither would make a good game, however a narrative where jefferson (or someone else) has kidnapped a new victim knowing or not knowing they were kidnapped and drugged trying to come to terms with it (perhaps realizing later and actually having a chance to escape depending upon the choices made and the information gathered) could make for a good second season, and jefferson noted himself he wanted to kidnap kate again, so perhaps season 2 could focus on kate having been retaken by jefferson trying to figure out what is going on and using time travel abilities to gather the facts and attempt to wake up and escape from her inevitable fate. This would make a compelling second season and allow for different narratives and timelines and different effects and influences, as max was influenced by the stormy weather for her dreams perhaps kate or whoever is the new victim would have other thing’s going on around their delusional state.

Those who have played season 1 would also for the most part be unaware of what was going on as they took the time travel ability for granted and didn’t question the possible natures of realities within the game, so a reveal that she is kidnapped later would be a good twist to the plot and this allows for a narrative world to be established without having to be fully influenced by the factors of the first game as for the most part it was all in the delusional state of max’s mind as she slipped away inside jefferson’s dark room. If the victim was kate obviously thing’s could take on a more biblical front as she is very religious and takes influence from her experiences and thought processes, and the game could even begin with her in the hospital recovering and perhaps believing she has been granted these powers by god to change things for the better and that her life was spared for this very purpose.

Of course I am expanding and theorizing heavily on what could be coming for season two as nothing is known but simply following max would not make a compelling game it does need to be a new protagonist and with a reasonable explanation for what is happening, and in my opinion max dying in that dark room from that final overdose is the only thing that explains why the walls of reality collapse as much as they do, and the symbology used within the game at the end fits the theme’s of dying and the end of life far too well for there to be any other explanation. Go play life is strange for yourself and explore the game and experience the plot and the emotions as that is the point of a narrative game such as this, and make up your own mind as to what is going on.

Human fall flat is currently in alpha but is already a very playable and fun game, if you are familiar with gang beasts the character movement is very similar to that game however rather than being a multiplayer combat based experience this game focuses around the puzzles that occur in the life of a human.

Your human much like in real life can be painted and dressed in any way your imagination see’s fit, of course in the alpha he is naturally drawn to the cap bearing lifestyle, and this may remain the fact throughout the full release of course but you can still paint said cap in any fashion you see fit, and perhaps even disguise it as a flattened egon spengler do?

Humans start out in this world struggling to stand up and walk, and this may be the case in the game as your human tends to be a little unsteady on his feet, perhaps the result of heavy drinking, but this adds to the challenge of keeping your human straight without falling off the ledge as you look around, this of course is essential as orienting your human revolves around the control gained from looking around, and each arm can be moved easily using said feature to grab items and move them to solve puzzles (or perhaps even trash a certain room within the game)

In the alpha the game begins with humorous tutorialisation video’s hidden throughout the levels with remote controls and witty comments as you solve puzzles such as pushing a button to open a door, the game does get a little more complicated as the puzzles step up from box to pad to open door puzzles into complex find a way to get that part of the scenery loose to swing across this chasm in order to progress further into the game. I would presume the final release would continue the witty humour later into the game and provide more objects to interact with, it has been stated that there will definitely be at least one further area to play around in.

The levels themselves begin rather linear however there are hidden secrets even in the early levels before things really open up to allow multiple paths and solutions to the puzzles and that’s where the replayability comes in, as there is plenty around to mess about with and find hidden secrets you never knew existed as you explore further and play around with objects you didn’t think would do anything.

The game was quickly greenlit and will be coming to steam soon but if you can’t wait you can purchase the alpha directly from the developers on their website. When the game is fully released I will do an update and show what is new to the game and a proper review video.

If you enjoyed the look of the game go buy a copy for yourself and do remember there will more features and at least one extra level in the full steam release!

Life is strange episode 4: Dark room continues where episode 3 left off, in an alternate timeline where chloe’s father is still alive and the consequences on reality that have occurred as a result of this single change.

Things in the new timeline are very different, effecting not only those around us but also max herself with her now being part of the vortex club and close friends with both nathan prescott and victoria chase. Although the game sends alternate texts on max’s phone (contradicting the fact that things held in max’s possession during time travel do not alter) we never get to explore what we could find out in our newly altered position instead spending the entire day with chloe and her unfortunate situation resulting from a car crash she never had when her father died in a car accident himself originally. This whole situation is creating heavy financial burden on her parents and a situation she wishes to leave in this timeline. A problem I had here, other than being forced to make a hefty decision which would have no consequence on our main timeline was the fact that after you have made the decision to either end her life or not you have such a long wait before you’re able to continue possibly forcing you to alter your decision feeling like the game pushed you one way or another, this has been fixed so the wait isn’t so ridiculously long now but at the time caused problems as I wanted a different decision to I ended up taking.

The rest of the episode revolves around obtaining evidence and finally chasing down whoever is responsible for rachel amber’s disappearance with far more vigor than has ever been placed into investigating before, which is unusual considering the timeline for the natural disaster being mere days away all effort goes into this rather than finding out what will cause the natural disasters being given via premonitions by max. Whether you’ve saved kate or not has little effect at this point in time, with her simply providing a text location for nathan’s room which you could find naturally and a minor visit where she appears happy and well now things have passed on a little.

Around the story you find a lot of clues which all seem heavily forced towards pointing at the prescott’s regardless of what evidence you’ve uncovered from previous episodes, what you’ve personally noticed, and who you blamed to the principal all have little effect when it comes to deciphering the information you gather. Although there are hints towards other people in all of the evidence factors you are forced to choose those which implicate nathan in order to progress, where I would have chased jefferson based on how he pushed kate onto the roof with his conversation just prior, and the dodgy phone-call he received just afterwards with a third party which wasn’t nathan who was in class talking to victoria at the time, and the fact that all of the facts we had gathered pointed to tw1np3aks car rather than nathan’s sex offender car that although it looks the same was not the car responsible with some noticeable differences.

Of course I’m not stating nathan had no involvement as he was being initiated into the ways by jefforson, but there are also severe disconsistencies with the fact that chloe woke up in nathan’s room after her attack and not in the dark room where evidently kate and rachel were taken, and how the farm bunker has nathan driving there but also how the paperwork scattered everywhere has bills from the prescotts but also letters to the prescotts in a contradicting manner scattered everywhere carelessly as though planted for evidence.

Another major inconsistency and problem is that in the photo with nathan and rachel either both are dead, or unconscious from drugs and it is not questioned who would be taking the photo so perfectly staged and arranged, yet after this nathan is seen in a photo burying her dead body, again by a third party. Nathan has disappeared by this point, likely after the confrontation with warren running to jefferson in a rage demanding something be done and possibly being taken care of or locked up in the dark room at the very least, yet we continue to receive text messages at least possibly from jefforson using his phone, but still making the timeline obscurities unusual.

On to the overarching factor of the coming apocalypse and how we awoke on the path to the lighthouse in the very first episode, previously it has been noted that this could all be part of a dream state while unconscious in the tornado itself but with the ending of this episode getting drugged by jefferson, far from being a first aider calling for max to “stay with me” while in the rewind it could actually be that the entire time we have been locked in the basement or unconscious on the path to the lighthouse dumped by jefferson after being used and abused. So there are alternatives for what is possibly going on and how we will see the ending pan out, but still fits the theme of reliving the events up to this moment in a way max’s brain can comprehend, inventing the time travel ability to explain being in the past up to this traumatic event rather than simply daydreaming the entire thing as we regain consciousness.

I look forward to seeing how episode 5 polarized turns out, and whether or not we will retain our rewind time travel abilities or if these will be gone, explained as being under the influence of drugs as opposed to the entire thing being made up in our heads, and whether everything we’ve done to this point truly has an influence as although some factors changed overall the whole point of trying to have things have a real meaning seems to have been missed overall. And will we ever find this missing laptop with cat pictures?

Dungeon League is a multiplayer Brawl/Sport game with a single screen of heated action for up to 4 players, currently in steam early access so things could change dramatically over time.

As it stands it is currently local co-op only (although the cooperative nature of the game should be in heavy parenthesis as it is more adversarial with different teams competing against each other for survival, coins and points. Currently there is a very limited number of gamemodes available but some have been noted like a ball sport which could be very interesting, and a quest mode to perform specific tasks, possibly with whichever team completes the objective first taking the win.

As it stands though it is a very promising game, with the usual cast of dungeon crawlers playable from the traditional warrior, mage and archer to engineers and brutes with possibly more to come. The tables are turned however instead of plundering the dungeon for loot and killing all creatures to take down the boss of the dungeon instead the dungeonkeeper itself seems to be in charge with the beasts controlling everything, sure there are the usual minions which spawn in hell bent on killing you, but that’s all part of the game taking down the heroes foolhardy enough to participate in the game to their inevitable demise. There is a good degree of humour in the interactions that play out in options and with the new training mode, and I expect these to carry across for any quest modes possibly focusing heavily on jokes against the heroes.

As for the gameplay itself everything feels smooth and correct, the monsters themselves feel paced well enough without being too hard or too easy, of course when you’re in free play mode by yourself it is easier to be swamped than if you had 4 players to take down the beasts. Don’t forget this is early access so if you have any suggestions you can let the developers know your idea’s and they can be sure to add them should they fit in well with the game and the direction the developers wish to take. My current suggestion may be that perhaps free play mode introduces boss monsters perhaps every 100 kills or allows for gradual randomized leveling up. And one or two suggestions that go without saying would be the ability to quit once inside the mode and to have some options for changing things like sound levels and full screen, but these are bound to be in development as we speak.

I would definitely recommend a purchase if you enjoy this style of game, and I would presume online multiplayer would become an option later but no guarantee’s as yet, if this changes I shall let you know, and in the meantime I hope to be able to get some people together for local co-op gameplay video’s to show off the game some more.

Following the pre alpha demo of lumini I highlighted we have a more recent alpha stage demo as the game gets closer to release, further from its initial stages this build has new area’s and the start of what appears to be a form of branching storyline and purpose towards an end goal.

With puzzles and the backgrounds still hinting towards some secret hidden in the depths and reviving not only the lumini by taking pollen from plants to the crystals but also growing fauna in the planet and restoring life to desolate area’s.

The alpha does have some frame rate issues which will undoubtedly be resolved ready for the final release, as optomisation tends to be a later process when everything has been prepared fully, this however does cause some issues with the puzzles with the turbines in particular being difficult to turn correctly due to input lag, do not expect this to be a problem in the main release however as there will undoubtedly be the usual options of minimising shadows, bloom and textures in order to optimise correctly to your setup especially when recording at the same time which is notorious for creating further framerate lag.

I may have neglected to point out that the final release will undoubtedly feature further lumini to unlock, some of which may be hidden in secret paths and be harder and unessential but may ultimately make progression and completing the game easier, and others again may perform useful actions such as lighting up darker area’s and depths, perhaps traversing the toxic skyline, going under water, and even moving rocks and scenery or planting grass spores in new locales.

Who is to say what other secrets are yet to be discovered and what the storyline could entail, but I am definately looking forward to seeing how the final game pans out and exploring all the world has to offer, obviousely the final game will have more open worlds and area’s that branch out in more diverse ways true to the format, but obviousely this would not be possible to demonstrate in an alpha demo which does not wish to show off everything the final game has to offer and ruin all of the secrets, perhaps it’s for the best I could never pass the turbines and maintain the secret of what lies beyond for you to discover.

Check out lumini on speelbaars.com to keep up to date with the latest information about release dates and teasers as they become available.

TorqueL went a little unnoticed as a steam release due to the new nature of the steam front page where instead of having a list of latest releases products get hidden behind layers of “curator content” and “recommended products” and by the time you do get down to where the releases are located it tends to be automatically set to “popular new releases” despite changing the setting, it always reverts to this, which is unfortunate because TorqueL was one of the games I wanted to show off so much I got permission to show the prototype in early form, if it wasn’t for the fact that the developer sent me a product key through youtube the release would have passed by completely unknown

As it stands the release was in january, and as I do not actively check that inbox this video has been delayed in being released due to late discovery.

The game itself remains higlhy polished, with smooth well designed totional control involving extending sides of your cube and rotating, using the physics of this to traverse over pits of death or difficult terrain in order to reach the exit. New features added since the prototype include things such as gravity flipping funnels, moving platforms and scenery of increasingly difficult nature to traverse, accross 50 chambers with 8 routes, one of which is noted to be very secret there are reasons to replay through, wether attempting to speed run through the game or traverse all of the routes possible.

Whatever route you choose the game is challenging and fun and if you enjoy puzzle games this is one that you wont want to miss, the mechanics of the rotation and physics of the extended limbs just feel so right and satisfying and must have been very difficult to programme, the object feels like it has a correct mass and weight every time you extend a limb, wether to help gain a rotation you couldn’t achieve before or to launch yourself accross the terrain, things operate as you expect when using the torque to your advantage.

Check out TorqueL for yourself on steam, I know I’ll be playing it through and I think you should too.

This video shows what has updated since the alpha highlight, with improvements to the graphical interface, the addition of automitons and individualised mele weapons for up close combat, as well sa some new arena’s with different mechanics, such as walls which loop around, and maps with death at every edge.

The game itself remains a very fun and frantic multiplayer game ideal for quick plays in close groups, rounds typically only last a couple of minutes, sometimes shorter depending on the skill level of those playing, and remains manic and fun throughout where the action never stops for a breath.

Maps are inspired by passages from literary backgrounds and as a result are selectable from tomes holding the knowledge within, with great care taken over the art style, including dust within the levels such as you would expect opening a dusty old book (which can be set by the user to be heavy or less noticable if it gets in the way of the map) All of the levels look very pretty and have thier own individualised style, fitting the book they are selected within and also having thier own unique character bringing the passages to life.

Guest appearances of characters from other indie titles as well as thier own selection of well drawn and imagined characters are playable in a selection of colours meaning there is plenty of variety in which character best suits you, be wary that some characters are thinner or smaller than others and as such hit boxes might be more difficult on those players, but someone with skill shouldn’t have too much of a problem with that and when it comes action time with up to 4 players you’ll be distracted more than micro managing things like that.

The literary style continues with weapons including running and throwing scissors, ink bombs and if selected escaping through a rip in the page when you reach the target while your enemies attempt to prevent your escape.

I think the game is definately something everyone should own, so check it out for yourself and see what you think

Standpoint is a first person puzzle game based upon the five stages of grief, inspired by other titles of a similar nature such as portal, q.u.b.e and the like, standpoint allows you to explore the world through the eyes of whatever entity you happen to be exploring stages based around the five stages of grief.

It would seem that you are a thought process traversing the inside of someones mind as they progress through the five stages, all too quickly loss is overcome as much in life important things can be lost in the blink of an eye with no explaination, there are secrets to be discovered which might aid you in the process of understanding exactly what has been lost and the nature of your place in this world, but it could be easy to miss these factors as it can be easy to miss the important things in life which help you understand.

There are 20 levels in total and while you may feel this is a little short the puzzles can get rather challenging very quickly, and this also allows the developer more freedom to introduce new elements every level and give a more diverse experience whilst still following the main themes for the different area’s, where denial focuses on denying you access to area’s in some form, or even denial of solving the puzzle in the way you would initially wish, then onto anger where it could be very easy to get frustrated and lost as the puzzles are designed to be very devious and frustrating in a successful manner which has left me in a state of not being able to progress beyond this before the major release but not at a state that I would never want to quit the game entirely leaving me to come back another day and try again to progress. This is what you want with a puzzle game really, if the puzzles were too easy to solve out of the box especially on a game where there are 20 levels you would feel cheated and dissappointed to complete the entire game so quickly, instead this has the right balance of challenge whilst somehow managing to theme the levels rather well to the emotion desired, not only in the level design but also the temprement and nature of the narator who appears to be the same voice actor for maggie from tinykeep so particular associations can be made while playing both games together.

I am unsure if there will be alternative endings depending on how many secrets you find or wether you get some but not all, however if you want to hear the full story of what is going on you will probably want to find all of the secrets which are hidden away in sometimes easy to see locations, but in later stages are hidden to a much less obvious degree.

If you enjoy games of this nature this is definately another you will want to purchase, not only because of the different mechanics of gravity and mind bending qualities which work without fault, but also by buying the game and showing the developer you enjoy games of this nature it encourages sequels or more games of this nature to be made.

From what I have been able to complete so far the story does follow the stages of grief well, perhaps if you find no secrets you might be left more confused as to what is going on, but if you do find them the secret hidden memories do fill in the plot very well for such a brief insight into what has caused the grief or the joys which have been lost in the past, and if anything the game itself does a good job of highlighting depression and grief and bringing the subject out of the shadows, perhaps even allowing it to become a platform for people to talk about more openly, or even see they aren’t the only one holding these things inside or feeling these emotions, and that it is all part of the process of recovering.

Of course the five stages of grief can naturally cycle and jump, it would have been clever to put warp zones and mix the stages of grief a little, however being lost in anger I can not state outright this doesn’t occur, but it could perhaps be something for a sequel where the character relapses into grief and cycles in some form, the length of time to complete levels and stages though can be a clever way of associating the fact that different stages of grief are overcome by different people in thier own times and no set length.